/// <summary>
        /// 距離データをカラー画像に変換する
        /// </summary>
        /// <param name="kinect"></param>
        /// <param name="depthFrame"></param>
        /// <returns></returns>
        private void HeightMeasure( KinectSensor kinect, DepthImageFrame depthFrame, SkeletonFrame skeletonFrame )
        {
            ColorImageStream colorStream = kinect.ColorStream;
              DepthImageStream depthStream = kinect.DepthStream;

              // トラッキングされている最初のスケルトンを取得する
              // インデックスはプレイヤーIDに対応しているのでとっておく
              Skeleton[] skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
              skeletonFrame.CopySkeletonDataTo( skeletons );

              int playerIndex = 0;
              for ( playerIndex = 0; playerIndex < skeletons.Length; playerIndex++ ) {
            if ( skeletons[playerIndex].TrackingState == SkeletonTrackingState.Tracked ) {
              break;
            }
              }
              if ( playerIndex == skeletons.Length ) {
            return;
              }

              // トラッキングされている最初のスケルトン
              Skeleton skeleton = skeletons[playerIndex];

              // 実際のプレイヤーIDは、スケルトンのインデックス+1
              playerIndex++;

              // 頭、足先がトラッキングされていない場合は、そのままRGBカメラのデータを返す
              Joint head = skeleton.Joints[JointType.Head];
              Joint leftFoot = skeleton.Joints[JointType.FootLeft];
              Joint rightFoot = skeleton.Joints[JointType.FootRight];
              if ( (head.TrackingState != JointTrackingState.Tracked) ||
               (leftFoot.TrackingState != JointTrackingState.Tracked) ||
               (rightFoot.TrackingState != JointTrackingState.Tracked) ) {
             return;
              }

              // 距離カメラのピクセルごとのデータを取得する
              short[] depthPixel = new short[depthFrame.PixelDataLength];
              depthFrame.CopyPixelDataTo( depthPixel );

              // 距離カメラの座標に対応するRGBカメラの座標を取得する(座標合わせ)
              ColorImagePoint[] colorPoint = new ColorImagePoint[depthFrame.PixelDataLength];
              kinect.MapDepthFrameToColorFrame( depthStream.Format, depthPixel,
            colorStream.Format, colorPoint );

              // 頭のてっぺんを探す
              DepthImagePoint headDepth = depthFrame.MapFromSkeletonPoint( head.Position );
              int top = 0;
              for ( int i = 0; (headDepth.Y - i) > 0; i++ ) {
            // 一つ上のY座標を取得し、プレイヤーがいなければ、現在の座標が最上位
            int index = ((headDepth.Y - i) * depthFrame.Width) + headDepth.X;
            int player = depthPixel[index] & DepthImageFrame.PlayerIndexBitmask;
            if ( player == playerIndex ) {
              top = i;
            }
              }

              // 頭のてっぺんを3次元座標に戻し、足の座標(下にあるほう)を取得する
              // この差分で身長を測る
              head.Position = depthFrame.MapToSkeletonPoint( headDepth.X, headDepth.Y - top );
              Joint foot = (leftFoot.Position.Y < rightFoot.Position.Y) ? leftFoot : rightFoot;

              // 背丈を表示する
              DrawMeasure( kinect, colorStream, head, foot );
        }
Esempio n. 2
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        /// <summary>
        /// Check queue if right hand and elbow positions are stable
        /// under the condition that Status is DepthDetecting.
        /// If is stable, the Status will be changed to next after doing depth calibration.
        /// If not, nothing will be changed.
        /// </summary>
        public void DoDepthDetecting(KinectSensor sensor, DepthImageFrame depthFrame)
        {
            if (Status == MainStatus.DepthDetecting)
            {
                if (IsStable(rightHandQueue, DEPTH_HAND_TOLERANCE, DEPTH_HAND_COUNT))
                {
                    // if is stable, calibrate depth according to avg of position near hand
                    SkeletonPoint handPoint = rightHandQueue.Last().Position;
                    DepthImagePoint centerDepthPoint = sensor.MapSkeletonPointToDepth(
                        handPoint, sensor.DepthStream.Format);
                    int[] depthArr = new int[DEPTH_NEAR_COUNT * 4];
                    int index = 0;
                    for (int i = 0; i < DEPTH_NEAR_COUNT; ++i)
                    {
                        // top
                        SkeletonPoint topSke = depthFrame.MapToSkeletonPoint(
                            centerDepthPoint.X - DEPTH_NEAR_RADIUS + (int)(DEPTH_SPAN * i),
                            centerDepthPoint.Y - DEPTH_NEAR_RADIUS);
                        depthArr[index++] = depthFrame.MapFromSkeletonPoint(topSke).Depth;
                        // bottom
                        SkeletonPoint bottomSke = depthFrame.MapToSkeletonPoint(
                            centerDepthPoint.X - DEPTH_NEAR_RADIUS + (int)(DEPTH_SPAN * i),
                            centerDepthPoint.Y + DEPTH_NEAR_RADIUS);
                        depthArr[index++] = depthFrame.MapFromSkeletonPoint(bottomSke).Depth;
                        // left
                        SkeletonPoint leftSke = depthFrame.MapToSkeletonPoint(
                            centerDepthPoint.X - DEPTH_NEAR_RADIUS,
                            centerDepthPoint.Y - DEPTH_NEAR_RADIUS + (int)(DEPTH_SPAN * i));
                        depthArr[index++] = depthFrame.MapFromSkeletonPoint(leftSke).Depth;
                        // right
                        SkeletonPoint rightSke = depthFrame.MapToSkeletonPoint(
                            centerDepthPoint.X + DEPTH_NEAR_RADIUS,
                            centerDepthPoint.Y - DEPTH_NEAR_RADIUS + (int)(DEPTH_SPAN * i));
                        depthArr[index++] = depthFrame.MapFromSkeletonPoint(rightSke).Depth;
                    }
                    // set median(rather than mean) depth of the list
                    Array.Sort(depthArr);
                    kCalibrator.SetDepth(depthArr[DEPTH_NEAR_COUNT / 2]);

                    ClearQueue();
                    Status = MainStatus.EdgeDetecting;
                    mainWindow.textBlock.Text = "Detecting edge now. Arm at four corners of the screen.";
                    // cooling time timer
                    edgeTimer.Start();
                    edgeCooling = true;
                }
            }
        }